HAS_ANIM_EVENT_FIRED(Entity entity, Hash actionHash)
HAS_COLLISION_LOADED_AROUND_ENTITY(Entity entity)
HAS_ENTITY_ANIM_FINISHED(Entity entity, char* animDict, char* animName, int p3)
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT(Entity entity)
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED(Entity entity)
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE(Entity entity)
HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY(Entity entity1, Entity entity2, BOOL p2)
HAS_ENTITY_CLEAR_LOS_TO_ENTITY(Entity entity1, Entity entity2, int flags)
_HAS_ENTITY_CLEAR_LOS_TO_ENTITY_2(Entity entity1, Entity entity2, int traceType)
HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT(Entity entity1, Entity entity2)
HAS_ENTITY_COLLIDED_WITH_ANYTHING(Entity entity)
IS_AN_ENTITY(int handle)
IS_ENTITY_A_MISSION_ENTITY(Entity entity)
IS_ENTITY_A_PED(Entity entity)
IS_ENTITY_A_VEHICLE(Entity entity)
IS_ENTITY_AN_OBJECT(Entity entity)
IS_ENTITY_AT_COORD(Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9)
IS_ENTITY_AT_ENTITY(Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7)
IS_ENTITY_ATTACHED(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_OBJECT(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_PED(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_VEHICLE(Entity entity)
IS_ENTITY_ATTACHED_TO_ENTITY(Entity from, Entity to)
IS_ENTITY_DEAD(Entity entity)
IS_ENTITY_IN_AIR(Entity entity)
IS_ENTITY_IN_ANGLED_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includez, Any p10)
IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9)
IS_ENTITY_IN_WATER(Entity entity)
IS_ENTITY_IN_ZONE(Entity entity, char* zone)
IS_ENTITY_OCCLUDED(Entity entity)
IS_ENTITY_ON_SCREEN(Entity entity)
IS_ENTITY_PLAYING_ANIM(Entity entity, char* animDict, char* animName, int taskFlag)
IS_ENTITY_STATIC(Entity entity)
IS_ENTITY_TOUCHING_ENTITY(Entity entity, Entity targetEntity)
IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash)